Burvey's Forum Posts

  • For example, I'm guessing that you only need your level text to update when you change levels. So instead of updating it every tick like you are now, just change it when your level changes. The same with the level score (time). Currently you're updating it every tick, but you could just update it every second instead and it would be much more performance friendly. Those are both from the Level_1_world sheet.

    Also on the Main event sheet you are saving to webstorage every tick. Is there a way that you can set that up differently (In other words, does it really need to update every tick)?

  • The first thing I would do is replace all of your text objects with sprite fonts. You're using a lot of them and they are hard on performance. Also, it looks like you're updating some of them every tick. Instead you should only update them on an event where they would change.

  • Very cool. I like it. There is a bug (I think) where you can invoke the menu during the intro scene. Is there a cancel button on the gamepad? If so I wasn't able to figure it out before the demo ended. Again, good work.

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  • System > Trigger once while true.

    Or, play the sound on collision rather then on overlap.

  • > has no rendering overhead or use of the DOM.

    >

    Thank you for your input, but with all due respect this is false.

    Can you expand on this please?

  • I tried it with the gamepad and it feels completely natural to me.

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  • Can't you just check a variable that toggles depending on if something is overlapping or not?

  • Try this...

  • Actually, I'm not sure how you have your events set up but it might be easier and less clunky if you just add some kind of condition to your events where the enemy can only fall through the platform if the player is X distance away.

  • There's a picking option called nearest and furthest. Picking the nearest platform to the character should work.

  • Nice start. Grab that license and keep going!

  • Yes, of course you are correct. Apparently I was way too tired when I wrote that and was thinking X meant any object rather then inverted... Sorry for the confusion.

  • xavy027 Using On Collision is the exact same as Is X Overlapping + Trigger Once.

  • Very cool. I hadn't seen this before. Impressive!